Heal Skill in Aertrea | World Anvil
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Heal Skill

General Skills Rules:
  • Taking 10: If you are not threatened or distracted you can take 10 on a roll.
  • Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
  • “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
  • “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check. 
  Heal (WIS) Retries: Varies Requires: Varies
  • First Aid: Standard action to stabilize a creature with 0 hit points and bleeding.
  • Long term Care: treat the patient for a day or more, can have up to 6 patient. If successful recover hit points and ability damage at twice the normal rate. So a character who rests for a full 8 hours in a day and receives long term care recovers 2 hit points per level and 2 ability points. A character who rests a full 24 hours in a day and receives long term care recovers 4 hit points per level and 4 ability points. Giving long term care is considered light activity, you can’t give yourself long term care.
  • Identify poison or disease: Can’t be used in combat, requires 1 minute, learning the name requires a DC 12, being knowledgeable of the poison or disease (reading the entry) requires a DC 18.
  • Treat Poison or Disease: if you are treating a creature for poison or disease, when they need to make another save, they use their save or your heal check, whichever is higher. Both require a full minute
  • Treat Sickened or Nauseated Creature: as a full minute action, you can try to remove these conditions, you are successful if you heal check beats the DC for the effect. You may not retry.
  • Treat Wounds: Following a battle/encounter (DM’s discretion), you may take 5 minutes to treat someone, including your own, wounds. Make a heal check against DC 10, for each 5 points you make the check by you can heal 1 hit point. You cannot heal hit points lost in a previous battle.
  • Triage: determine a creatures current hit points requires a full minute and can’t be used during an encounter. You determine: Minor wounds (-10%), Moderate wounds (-25%), Seriously Injured (-50%), Gravely Injured (-75%), or Near Death (-90%).
  • Determine Ailment: requires a full minute action to determine type and extent of ability damage or drain a creature may have taken. Physical stats are easier to determine. This can’t be used during an encounter.
  • Stop Bleeding Wound: As a full round action stop a bleeding wound from bleeding, requires DC 15 + X where X is the amount of damage lost per round.
Action DC Time
  • First aid- stabilize DC 15 
  • Standard Long term Care* DC 15 8H, 24H
  • Treat caltrop, spike spells DC 15 Standard 
  • Treat Poison, disease, sickness, nausea* DC of effect 1M
  • Treat Wounds* DC 10 5 M 
  • Determine Physical Stat damage* DC 10 1M
  • Determine Mental Stat damage* DC 12 1M Triage* 5 1M
  • Identify Poison/disease- name * DC 12 1M 
  • Identify Poison/disease- read entry* DC 18 1M
  • Stop Bleeding Wound DC 15+X Full round
*Can’t be used in Combat

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